Why Are White Lines Bleeding Between Textured Faces?
This is probably due to MipMapping.

MIP mapping (also sometimes spelled as mipmapping) is a technique where an original high-resolution texture map is scaled and filtered into multiple resolutions within the texture file. MIP maps can be automatically generated from the original texture, but may also be individually painted or adjusted by the texture artist. Typically each subsequent MIP level is half the size of the previous, which guarantees that the complete texture (the original and its MIP maps) is no greater than 1.5 times the original texture.
Each scaled texture, or MIP level, represents what the texture would look like at a specific distance from the users viewpoint. Through the use of filters, the MIP levels give a more natural representation of how colors and details tend to blend together when viewed at a distance.

If your texture has a white default background colour and then some hard edges in your texture -&gt; black road - then through the scaling down when generating MipMaps, the white background colour bleeds into the road. Therefore, always use a margin/padding of 2-4 pixels (depends on the texture resolution) when creating your texture maps. A good description here: http://wiki.polycount.com/wiki/Edge_padding